File Details
Create Thrusters'n'Things - V0.1.6
- R
- May 14, 2026
- 2.25 MB
- 785
- 1.21.1
- NeoForge
File Name
createthrusters-bundled-0.1.6.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
📦 Update — v0.1.6
May 14, 2026
🎉 NOW WITH PONDERS!
🆕 New — Powered Zipline
Zip across your builds on a rope at redstone-controlled speeds!
- 🪢 Attaches to ropes instead of placing like a normal block — sneak and aim at a rope to hook it on
- 🔦 Rope attachment points glow when you're holding one, so you always know where it'll connect
- 🪢 You can hang multiple ropes off a single zipline
- 🧍 Riding feels smooth — manual speed control with W/S, and the camera follows the rope direction naturally
- ⚡ Redstone link support for controlling speed remotely
✨ Improvements
- ⚙️ Physics Gantry Carriage — You can now attach gearboxes and shafts directly to the top/mounted face of the carriage, and it'll pass rotation through to them
- 🔩 The carriage now has a small visible spinning shaft on the mounted face so you can see where the kinetic output is
🔧 Bug Fixes
Zipline
- 🪢 Ropes were sometimes invisible or stuck as ghost ropes after cutting them — fixed
- 🏗️ The zipline now stays locked to its rope path properly instead of bouncing around under weight
- 🎨 The zipline model has been tidied up — it now uses a rope connector look instead of claw arms
Linker
- 💡 Lamps and other floating blocks connected to a linker used to flicker on signal changes — they now hold their state correctly
- 📋 The "Bound Inputs" list was showing duplicate entries when multiple outputs shared one input — now shows one entry per input as expected
- ⚙️ Changing a linker's mode or settings now correctly applies to all connected outputs, not just the first one
Physics Gantry Carriage
- 🔩 The output shaft on the carriage was clipping into the block or rendering incorrectly in some orientations — fixed
❤️ Thanks for playing — drop any issues in #bug-reports
Detailed Technical Changelog
Changelog
0.1.6 - 2026-05-14
- Fixed floating linker block-mode outputs that would flash on signal-strength changes instead of holding state. Linker signal handling now preserves stable powered/lit behavior for unsupported-contact targets (for example, floating lamps) using the correct routed property key.
- Fixed controller network linker fan-out binding display: when binding multiple outputs to a single input, the "Bound Inputs" list now shows only one entry per input source instead of duplicating one row per output, reducing UI noise.
- Fixed controller network linker fan-out config propagation: when changing the mode (RAMP/LATCH/STEP) or numeric parameters (rise rate, deadzone, smoothing, etc.) for a fan-out binding, all sibling outputs sharing the same input source now receive the config change together instead of only the first output updating.
- Added the Powered Zipline block/item, including registration, assets, loot/properties, recipe placeholder, English lang entries, GUI, redstone-link frequency controls, client riding controls, and server packets.
- Changed Powered Zipline placement to be rope-only. The item now refuses normal block placement and only places through the rope-target attachment flow.
- Added rope-target highlighting and attachment handling for ziplines and rope knots, including sneak rope-to-rope knot placement and suppression of Simulated's default sneak-clear behavior while selecting rope attachment points.
- Added multiple hanging rope support for a single Powered Zipline, with dynamic internal rope holders so additional ropes can be attached without replacing the existing hanging rope.
- Fixed zipline hanging rope rendering and cleanup issues, including invisible ropes, ghost ropes after shearing/breaking, incorrect knot visuals on zipline-owned ropes, and incorrect rope selection when shearing one of multiple attached ropes.
- Improved Powered Zipline sub-level behavior: disabled sub-level collision, prevented sub-level recentering when attaching blocks, added carrier-loss item drops, and locked the zipline more rigidly to its rope path to reduce springy bounce under suspended loads.
- Improved Powered Zipline riding: adjusted the player grip offset, added first-person culling for the visual rope connector while riding, preserved responsive W/S manual control, and made camera-relative forward/backward movement follow the nearest path direction.
- Updated Powered Zipline rope-path motion: removed chain conveyor support, added rope-angle-aware orientation/tilt, moved the zipline slightly upward so the rope passes through the block, and added inertial ramping for hard redstone-link signal changes while allowing smooth analogue changes through directly.
- Reworked the Powered Zipline item/block visuals to use the rope connector model instead of claw arms while keeping the connector visual non-colliding and first-person-cullable during riding.
- Added Physics Gantry Carriage mounted-head kinetic passthrough: the carriage now forwards rotation from its own side input shaft to the first block on its attached sub-level at the mounted head/top contact point, enabling direct gearbox/shaft/kinetic receiver placement on the mounted face.
- Added a visible rotating output shaft nub on the Physics Gantry Carriage mounted head/top to represent and expose the mounted-face kinetic output.
- Fixed Physics Gantry Carriage output shaft rendering across orientations and sub-level contexts: normalized mounted-face direction handling, corrected spin axis and phase offset, corrected facing transform, and applied a subtle outward protrusion so the shaft no longer clips into the carriage body.

